struct VertexInput
{
    float3 pos : POSITION;
    float4 color : COLOR;
};

struct PixelInput
{
    float4 pos : POSITION;
    float4 color : COLOR;
};

PixelInput VS(VertexInput input)
{
    PixelInput output;
    output.pos = float4(input.pos, 1.0f);
    output.color = input.color;
    
    return output;
}

float4 PS(PixelInput input) : COLOR
{
    return input.color;
}

technique t0
{
    pass p0
    {
        VertexShader = compile vs_2_0 VS();
        PixelShader = compile ps_2_0 PS();
        //CullMode = None;
    }
}